[0.17.48] Ability to programmatically set locale for autoplace controls

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leighzer
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[0.17.48] Ability to programmatically set locale for autoplace controls

Post by leighzer »

Hello, I have encountered an issue. It appears that the localised_name field does not get used to set the display names of autoplace controls in the new game menu.

I would request that much like how other prototypes can have in game language updated programmatically, that autplace controls can be as well.

Below is some example code:
data:extend(
{
{
type = "autoplace-control",
name = "resource",
richness = true,
order = 1,
category="resource",
localised_name = {"autoplace-control-names.generic-autoplace", "anything"}
},
{
type = "noise-layer",
name = "resource",
},
})

Locale file
[autoplace-control-names]
generic-autoplace=__1__

It appears that this locale entry still exists in game, it just isn't being used for the new game menu. Here is a command that can be run in game to show.
/c game.print{"autoplace-control-names.generic-autoplace", "anything"}

This would help decouple prototype names used under the hood from affecting the in game display text used (my motivation for submitting this request).

Thank you for your time.

Rseding91
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Re: [0.17.48] Ability to programmatically set locale for autoplace controls

Post by Rseding91 »

This was fixed in 0.17.49.
If you want to get ahold of me I'm almost always on Discord.

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